Patreon Drop: Promethean Warriors (Patreon)
Content
Hey there Patrons! This Drop got a bit delayed because it is decently long and required a fair amount of revisions. This Drop includes a Promethean Archetype, the Visceral Warrior, a Promethean Obsession, Bladebound, and a number of feats for the Bladebound promethean and other users of Black Blades! This content was pitched by our Muses as well! Enjoy!
Visceral Warrior (Promethean Archetype)
Dedicated to a path of sublime battle, these prometheans have studied ancient tomes of war and adapted it to their unique alien physiologies.
Reduced Essence: The visceral warrior gains 1 fewer point of essence at each level except 4th, 8th, 12th, 16th, and 20th level.
This modifies the promethean's essence pool. This ability does not conflict with other archetypes that reduce the promethean's essence pool as long as the total reduction doesn't cause the promethean to gain a negative amount of essence at any given level.
Maneuvers: A visceral warrior begins their career with knowledge of three martial maneuvers. At 1st level, the visceral warrior treats the following three disciplines as martial disciplines available to them: Black Seraph, Cursed Razor, and Primal Fury. They also select a fourth discipline from the following list to treat as a martial discipline available to them: Shattered Mirror, Tempest Gale, Unquiet Grave, and Veiled Moon.
Once the visceral warrior knows a maneuver, they must ready it before they can use it (see Maneuvers Readied, below). A maneuver usable by visceral warriors is considered an extraordinary ability unless otherwise noted in it or its discipline's description. A visceral warrior's maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when they initiate one.
The visceral warrior learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through visceral warrior levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to their maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A visceral warrior must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the visceral warrior can choose to learn a new maneuver in place of one they already know. In effect, they lose the old maneuver in exchange for the new one. They can choose a new maneuver of any level they like, as long as they observe the restriction on the highest-level maneuvers they know; the visceral warrior need not replace the old maneuver with a maneuver of the same level. They can swap only a single maneuver at any given level.
A visceral warrior's initiation modifier is Intelligence, and each visceral warrior level is counted as a full initiator level.
This replaces the promethean’s veilweaving and chakra binds class features.
Maneuvers Readied: A visceral warrior can ready all three of their maneuvers known at 1st level, and as they advance in level and learn more maneuvers, they are able to ready more, but must still choose which maneuvers to ready. A visceral warrior must always ready their maximum number of maneuvers readied. They ready their maneuvers by aligning their mind and body with their alien knowledge of battle for ten minutes. The maneuvers they choose remain readied until they decide to commune again and change them. The visceral warrior does not need to sleep or rest for any long period of time in order to ready their maneuvers; any time they spend ten minutes communing, they can change their readied maneuvers.
A visceral warrior begins an encounter with all their readied maneuvers unexpended, regardless of how many times they might have already used them since they chose them. When they initiate a maneuver, they expend it for the current encounter, so each of their readied maneuvers can be used once per encounter (unless they recover them, as described below).
In order for the visceral warrior to recover maneuvers, they must attempt to recenter their souls and minds in the viscera of their foes by making a visceral strike against an enemy as standard action. The visceral warrior makes a single attack using a melee or thrown weapon or natural attack (including ranged natural attacks) against an enemy with a number of Hit Dice equal to or greater than 1/2 their level. This attack counts as an attack action for the purposes of their special abilities and feats (such as their visceral attacks ability, or the Vital Strike feat), and whether or not this attack succeeds, the visceral warrior regains a number of maneuvers equal to their initiation modifier (minimum 2). Alternatively, the visceral warrior may take a moment to focus, recovering a single maneuver as a standard action.
Stances Known: A visceral warrior begins their career with knowledge of one stance from any discipline open to visceral warriors. At 4th, 7th, 11th, and 13th levels, they can select an additional stance to learn. The maximum level of stances gained through visceral warrior levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the visceral warrior does not have to ready them. All the stances they know are available to them at all times, and they can change the stance they are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a visceral warrior cannot learn a new stance at higher levels in place of one they already know.
Warrior’s Training: The visceral warrior gains proficiency with Medium armor, and with any martial weapons belonging to a weapon group associated with their chosen martial disciplines.
This modifies the promethean’s weapon and armor proficiencies.
Eldritch Strikes: The visceral warrior has learned to utilize their unique anatomy and eldritch knowledge to deliver their martial strikes. Whenever the visceral warrior performs a Strike or makes a visceral attack to regain their maneuvers, they can choose to utilize one of their promethean special abilities granted by one of their obsessions or forbidden knowledge that affects an enemy and is used as a standard action in place of the normal attack made as part of the strike (natural attacks, or other special abilities that can be used in place of a weapon attack, are not affected by this ability and can be used with strikes using the normal rules).
If it is a melee strike or visceral strike, they make a melee attack using their natural reach, delivering the effects of their strike and the effects of their promethean ability on a successful hit.
If it is a ranged strike, they can only use it using ranged promethean abilities, use the range of that ability to determine the strike’s range, and make a ranged attack against a target within that range, delivering the effects of their strike and the effects of their promethean ability on a successful hit.
If the strike would affect multiple creatures, all of those creatures are affected normally by the strike but only one creature that is successfully affected is also affected by the promethean special ability (determined after the results of which creatures are affected by the strike).
The effects of the promethean ability used as part of the strike are determined as if it were delivered using a non-standard action for all purposes, sometimes reducing the effects of the ability as described in that ability’s description (for example; the fleshsculptor promethean’s sculpting touch would deal reduced damage). If the ability would normally affect multiple creatures, it only affects the target of the strike (or one target of the strike, if the strike affects multiple targets). Any weapon damage dealt by the strike, and any bonus to damage rolls granted to their strike or visceral strike, deals the type of damage appropriate to that dealt by their promethean special ability, or deals bludgeoning damage if the promethean special ability does not normally deal damage.
Strikes and visceral strikes made in this way are considered to be a natural attack for the purposes of the visceral warrior’s class features, special abilities, and magic items; they benefit from an amulet of mighty fists, the Essence-Honed Flesh feat, and so on.
Study Weakness: As a swift action, the visceral warrior can study the weaknesses of a single creature they can see, making a Perception check with a DC of 10 + that creature’s CR. If they succeed, they learn the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities and the target’s lowest saving throw), but does not reveal any additional information about the target. If the visceral warrior has the appropriate Knowledge skill to identify the creature, they can make a Knowledge check instead: if they succeed, they learn the target’s weaknesses in addition to the information gained from succeeding on a Knowledge check based on the degree of their success.
Until the visceral warrior successfully studies a different creature, they use their promethean level as their effective base attack bonus from promethean levels when making attacks against and determining their CMD against the studied creature.
Visceral Attacks: At 2nd level, the visceral warrior has learned to utilize their unique alien biology to unleash suddenly powerful and terrifying strikes. Whenever the visceral warrior takes the attack action or performs a strike using a melee weapon or natural attack, they gain a +1 insight bonus to their damage roll. If their target is their studied target, this bonus increases to +2.
At 5th level, and every 3 levels thereafter, the visceral warrior’s insight bonus to damage rolls increases by +1, or +2 against their studied target (+2/+4 at 5th, +3/+6 at 8th, and so on).
Studied Criticality: At 8th level, whenever the visceral warrior makes an attack against a creature they have successfully studied the critical threat range of their attack is doubled. This does not stack with similar effects, such as the Improved Critical feat.
Bladebound Obsession
In your studies you found in your possession an accursed intelligent weapon known as a black blade. You found yourself obsessed with the power lying dormant within it, willingly binding your soul to it as a means of awakening it and your latent martial potential.
Bodily Enhancements (Ex)
At 1st level, you gain a +1 bonus to your natural armor. This stacks with other sources of natural armor. In addition, you gain +2 Hit Points at every promethean level. At 3rd level, and every 4 levels thereafter, your bonus to natural armor increases by +1.
Black Blade (Su)
At 1st level, you gain a sentient and cursed magical weapon known as a black blade, whose weapon type you choose upon gaining this ability. Your black blade must be a simple weapon, martial weapon, or any weapon you are proficient with; it does not need to be a bladed weapon. You are always considered proficient with your black blade, even if you are not normally proficient with weapons of its type. Once the weapon type of your black blade has been chosen, it cannot be changed. Having a black blade bound to your soul prevents you from gaining a familiar of any kind, even from another class, veil, or ability.
Your black blade is a masterwork weapon of its type and is considered a magic weapon for the purposes of bypassing damage reduction. The curse lingering within it has bound itself to your soul; if the black blade leaves your person, it immediately teleports back to its sheathe (or stowed on your person, if it lacks a sheathe). If you throw the black blade, it immediately teleports back to your hand after the attack made using it is resolved. If your black blade is a ranged projectile weapon it produces its own mundane ammunition, but you must spend actions to load it with that ammunition as normal.
If your black blade is damaged or destroyed, you can return it to full hit points and have it reappear in your hands by meditating for 1 hour. The black blade is otherwise considered both an artifact and cursed weapon for all effects; it cannot benefit from any ability or effect that would grant it enhancement bonuses or weapon special abilities, besides those gained as part of this obsession. Like an artifact, your black blade can only be destroyed through a specific method. This method is known to the black blade, but it is unlikely to share it with you unless it trusts you completely. You may also be able to learn how to destroy your black blade through other means, at your GMs discretion. If your black blade is permanently destroyed, you lose all the benefits of this obsession until you find a new black blade to bond with. The curse binding your soul to the black blade can only be broken through special means, such as a specific quest, the intervention of a particularly powerful being, or by permanently destroying the black blade.
Your black blade is independently conscious, but reflects some of your personality traits. It always has an alignment within one step of yours, and its alignment changes to reflect yours if your alignment changes. The black blade typically works towards your goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade's mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon's purpose randomly using Table: Intelligent Item Purpose in the Pathfinder Roleplaying Game Core Rulebook). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.
The statistics of your black blade improve alongside your promethean level, as per the following table:

Blade’s Sight: The black blade can see and hear within 30 feet of it, and has both low-light vision and darkvision within that range.
Hit Points: The black blade has a number of hit points equal to 1/2 your maximum hit points.
Hardness: The black blade has hardness as normal for a weapon of its type.
Language: The black blade understands common, as well as one language you possess. If you speak undercommon, you can choose to have it understand undercommon instead of common. Whenever the black blade’s Intelligence bonus increases, it further awakens and learns an additional language that had been lost to it. This language can be any language; it does not need to be one you can speak or understand. The black blade can read any languages it can understand. The black blade cannot speak these languages.
Telepathy (Su): The black blade can communicate telepathically with you using any languages you both share.
Trained Blade: The black blade has a number of ranks in a single Intelligence-, Wisdom-, or Charisma-based skill equal to your promethean level. It considers that skill a class skill, and uses its own ability score bonuses when determining its bonus for that skill. Whenever the black blade’s Intelligence bonus increases, it further awakens and learns an additional such skill. If your blade blade has a Knowledge skill, it can make a single Knowledge check each minute to tell you what it knows.
Enhancement Bonus (Su): At 3rd level, your black blade further awakens the magical power lingering within itself. You gain a +1 enhancement bonus to attack and damage rolls made using the black blade. At 5th level, and every 4 levels thereafter, this bonus increases by an additional +1.
As normal for a magical weapon, the black blade gains a +2 increase to its hardness for each point of enhancement bonus it gains. Unlike a normal magic weapon, it does not gain an increase to its hit points.
Spoken Blade: At 5th level, your black blade gains the ability to speak any language it can understand.
Transgressing Blade: At 5th level, your black blade is considered to be made of cold cold iron and silver for the purposes of bypassing damage reduction. At 13th level, it is also considered to be made of adamantine for the purposes of bypassing damage reduction and hardness.
If your black blade is a ranged weapon, this ability also applies to the mundane ammunition it produces.
Improved Blade’s Sight: At 9th level, the black blade can now see and hear within 60 feet of it; its darkvision extends to this range as well.
True Blade’s Sight: At 17th level, your black blade can now see and hear as well as a normal creature; it no longer has a maximum range. Its darkvision continues to only extend to 60 feet. Your black blade also gains blindsense out to a range of 30 feet.
Blade Mastery (Su)
At 1st level, whenever you make an attack using your black blade you may use your promethean level in place of your base attack bonus gained from your promethean levels. You may use this effective increase to your base attack bonus for the purposes of meeting prerequisites, but you may only use options you meet the prerequisites for with your black blade until you meet their prerequisites naturally.
Additionally, you gain the benefits of the Quick Draw feat, but only for your black blade. If your black blade is a ranged weapon that needs to be reloaded as a non-free action, you also gain the benefits of the Rapid Reload feat, but only for your black blade. You may use this ability to meet prerequisites that require these feats, but those abilities only function using your black blade unless you meet the prerequisites through normal means.
Eldritch Blade (Su)
At 5th level, you gain the ability to awaken your black blade, granting it magical enhancements and special abilities. A black blade can only be enhanced with special abilities, not enhancement bonuses, and its enhancement bonus to attack and damage rolls granted by your level does not count when determining the price to enhance the blade. It can be enhanced to a maximum modified bonus of +5.
To awaken your black blade’s lingering magic you must spend one full day meditating upon it, and sacrifice wealth equal to the full cost of the magic weapon special abilities you wish to add. Once gained, you can change the special abilities by spending one full day meditating upon the blade again to re-attune its magic to the whims of your soul. If you change the special abilities into ones whose total gp cost is less than its previous abilities, the excess gp is stored within the blade and can be used for the purpose of awakening future special abilities, or for changing its current special abilities again.
Shared Awareness (Su)
At 5th level, while you are wielding your black blade you cannot be flanked by and are immune to precision damage dealt by creatures with a number of hit dice equal to or lower than 4 + your promethean level.
Entwined Psyche (Su)
At 9th level, the connection of mind and soul between you and your black blade causes your psyches to entwine, further blurring the edges where one of you begins and the other ends. While you are wielding your black blade you become immune to possession, and whenever a creature attempts to use a mind-affecting effect on you while you are wielding your black blade, you may roll your saving throw against the effect twice and take the higher result.
If you did not know the methods of permanently destroying your black blade, you learn the methods for doing so upon gaining this ability. If your black blade is permanently destroyed, you gain 1 permanent negative level that cannot be removed until you form a bond with a new black blade, or you retrain this obsession. At 13th level, you gain 2 negative levels. At 17th, you gain 3 negative levels. These negative levels ignore any immunities to death effects or negative levels you possess.
Entwined Flesh (Su)
At 13th level, the flesh of your body begins to blur with your black blade, the two of you becoming even closer to a single being with a shared mind. While you are wielding your black blade, your flesh shifts and hardens to match its form granting you hardness equal to the black blade’s enhancement bonus to attack and damage rolls. This stacks with other forms of hardness you might already possess.
Additionally, while wielding your black blade you are treated as both a creature of your own type and as a construct for all effects. You gain immunity to poison and disease, as well as death effects. If you were suffering from such an effect before you started wielding your black blade, you still suffer from it as if you are not immune but you gain a bonus to your saves against those ongoing effects equal to your black blade’s enhancement bonus to attack and damage rolls.
Two as One (Ex and Su)
At 17th level, the merger between you and your black blade has grown even more total. You gain the benefits of your entwined psyche and entwined flesh abilities at all times, even when you aren’t wielding your black blade, and they become extraordinary effects. Your black blade’s telepathy ability also becomes an extraordinary effect. When you stow your black blade, you can choose to have it seamlessly merge with your flesh, causing it to be undetectable through any non-magical means. This does not affect the speed at which you can draw or stow your black blade.
Your unarmed strikes and natural weapons are empowered by the enhancement bonuses and special abilities applied to your black blade; they are considered magic weapons, and these enhancement bonuses and special abilities do not stack with other sources of enhancement bonuses or special abilities. If they would be affected by more than one, you choose whether they are affected by your black blade’s or the other source’s enhancement bonuses and special abilities as a swift action on your turn. This is a supernatural effect.
Ascendant Entwinement (Su)
At 20th level, your soul and body and that of your black blade form a true and perfect merger; a shared body and soul with two distinct minds. You cease ageing and no longer die from old age, you lose any penalties from old age, you no longer need to breathe, eat, drink, or sleep to survive, and you become immune to fatigue and exhaustion.
You become eternal, just like the black blade you have entwined your soul with. You cannot die; if your body is slain it and all of the equipment you are carrying and holding disappear in a cloud of energy that flows into your black blade (excluding artifacts and the black blade itself, which drop to the ground in your space). After 24 hours, your body and all of its equipment emerge from the blade whole and intact at full hit points with all negative effects removed.
If both you and your black blade are destroyed, the energy forming you both disperses, and one week after your destruction you both appear at a random location within 10d100 miles, returned to full hit points with all negative effects removed (including all of your equipment that dispersed alongside your body).
You can be permanently destroyed through the same methods as your black blade; if either you or your black blade is destroyed in this way, you are both permanently destroyed.
Feats
Aberrant Black Blade [Akashic]
Your eldritch anatomy has leaked through the bond of your black blade, affecting its physical form and granting it its own unique and aberrant transformation as well.
Prerequisites: Promethean 1, bladebound obsession
Benefits: When you draw your black blade, you can choose to have it transform to form a metallic film around your limbs, form claws around two of your hands, or to form around your jaw.
Limbs: You gain the benefits of the Improved Unarmed Strike feat and your unarmed strikes benefit from your black blade’s enhancement bonuses, special abilities, and its transgressing blade ability.
Hands: You gain two primary claw natural attacks that deal damage appropriate to your size and benefit from your black blade’s enhancement bonuses, special abilities, and its transgressing blade ability.
Jaw: You gain a bite primary natural attack that deals damage appropriate to your size and benefit from your black blade’s enhancement bonuses, special abilities, and its transgressing blade ability.
You cannot combine an attack made using the black blade in its weapon form and this transformed form during the same turn, and returning it to its weapon form can be done as a free action (which causes it to be stowed, or returned to a free hand).
The enhancement bonuses and special abilities of your transformed black blade do not stack with other effects that would grant enhancement bonuses or special abilities to your unarmed strikes or natural attacks; the black blade’s own enhancement bonus and special abilities always take precedence.
Special: If you have the two as one ability of the bladebound obsession, when you transform your black blade using this feat you can choose to have it transform into one or more of the three options simultaneously, granting you the benefits of all the forms it transforms into.
Animate Blade
Prerequisites: You have a class feature granting you a black blade, level 9 in the class that grants you a black blade
Benefits: Your black blade can take the form of a single familiar, the type of which is chosen when you gain this feat. Your black blade can change between its familiar form and black blade forms by spending 1 full minute. This is a supernatural polymorph effect. You cannot choose a familiar archetype for your black blade. If your black blade cannot normally leave your person, it can while in its familiar form. When the black blade returns to its blade form, it automatically teleports back to you. It also returns to its blade form and teleports back to you if it is destroyed while in its familiar form. The black blade can also teleport itself back to you as a standard action that provokes attacks of opportunity.
When in its familiar form, its natural attacks gain the benefits of any enhancement bonuses and melee weapon special abilities applied to it, and it gains all of the special abilities of a familiar using your class level that grants the black blade as your level when determining its abilities. The black blade uses its normal hit points, mental ability scores, skill ranks, and skill bonuses when in its familiar form, and gains the physical ability scores of its chosen form. It does not use your skill ranks in place of its own. It loses its hardness while in its familiar form, and otherwise uses the familiar’s statistics for all purposes. If your black blade is normally unable to leave your person, it can do so while in its familiar form. The black blade retains all of its own special abilities while in familiar form. If your effective base attack bonus is increased while wielding your black blade, your black blade in its familiar form benefits from that increase as well.
Unlike a normal familiar, the black blade is considered a construct while in its familiar form, and it appears to be made up of the same material it is normally formed from in its blade form while in its familiar form.
Blademind Action [Akashic]
The minds of your and your black blade further entwine, allowing it to act to control your body when you are unable to do so.
Prerequisites: Promethean 5, shared awareness
Benefits: Whenever you are wielding your black blade, if you suffer an effect that would cause you to be unable to take actions and would cause you to drop any items you are holding (such as the panicked, stunned, or unconscious conditions), you do not drop your black blade. If you fall unconscious while holding your black blade, you do not fall prone.
While you are stunned, dazed, or unconscious while holding your black blade, your black blade can control your body to take a single standard action each round during your turn. It uses all of your statistics for these actions, and you are not considered to be affected by that condition while the blade forces your body to take the action. You do not threaten or provoke attacks of opportunity while in this state, and are otherwise considered to be affected by the condition when determining your statistics when not taking this single action. If this action causes you to lose the effects of your condition, it still counts as your standard action for the round. If you are disabled or dying, your black blade forcing your body to take action may cause you to suffer damage, as normal.
If you are asleep while holding the blade, the blade taking this action automatically awakens you if you are naturally asleep. If you are magically asleep, it does not awaken you. If you are magically asleep and a creature can spend a standard action to awaken you, the black blade can use its standard action piloting your body to do so.
Essence of the Black Blade [Akashic]
You and your black blade are working towards a singular purpose, two sentient minds slowly becoming a single being. You have learned to focus your essence towards this union, further empowering the blade and hardening it.
Prerequisites: Promethean 1, bladebound obsession
Benefits: Your black blade is considered an essence receptacle. For each point of essence invested in it, you gain a +2 insight bonus to damage rolls made using it, and the black blade gains a +1 increase to its hardness. Additionally, when your black blade is invested with at least one point of essence you may alter its form; choose a weapon ability from the following list, your black blade gains that ability: blocking, brace, deadly, disarm, distracting, grapple, nonlethal, sunder, trip. The black blade gains that ability for as long as it is invested with essence. You can change the granted ability as part of reinvesting your essence.
If your black blade is a melee weapon, you may choose the reach ability in addition to the above selection of weapon abilities. If the black blade already had reach, you can instead choose to remove its reach ability in place of a selected weapon ability.
If your black blade is a ranged weapon, the selected weapon ability applies to ammo fired by your black blade as well. Instead of a weapon ability, you can choose to increase the range of the black blade by 20 feet.
You gain 1 point of essence.
If you possess essence that can only be invested in forbidden knowledge, you can invest it in this essence receptacle as if it were a piece of forbidden knowledge.
Special: If you have the Animate Blade feat, while invested with essence in its familiar form the black blade does not lose the increase to its hardness from this feat, gains a +2 insight bonus to damage rolls made using its natural attacks for each point of essence invested in it, and for every two points invested it gains a +1 insight bonus to its attack rolls.
Veiled Black Blade [Akashic]
You have further tuned the form of your black blade to the akashic powers your wield, allowing it to meld seamlessly and take the form of a weapon veil you shape.
Prerequisites: You have a class feature granting you a black blade, ability to shape an Enhanced (weapon) veil
Benefits: When you shape an Enhanced (weapon) veil, you can choose to meld the powers of that veil with your black blade. You lose the ability to conjure the weapon produced by that veil, and your black blade’s form changes to that of the weapon produced by the veil. Your black blade gains all the benefits of that veil as if it is the weapon produced by the veil, and functions as that weapon for all purposes. If the veil is enhanced with any enhancement bonuses, special abilities, or special materials, the black blade is not enhanced by them; it always uses its own enhancement bonus and special abilities. If the black blade has a special ability that no longer functions for a weapon of its new shape, that special ability is suppressed while the black blade is in that form.
The black blade is still treated as itself for the purposes of sundering; the veil can be sundered separately, as normal for one of your veils. If the veil is suppressed, your black blade retains the form of the weapon produced by that veil, but loses all of the veil’s other benefits. If the veil is unshaped, the black blade returns to its normal form
If you choose a veil that produces multiple weapons, the black blade takes the forms of all weapons produced by the veil simultaneously, but its enhancement bonus is reduced as per the veil’s enhancements when it produces multiple weapons. Each weapon shares the black blade’s hit points and mind, and you are considered to be wielding the black blade when wielding at least one of the weapons it has taken for the form of.
Your black blade may only be melded with a single veil at once; if you have multiple Enhanced (weapon) veils shaped, you choose which is melded with your black blade as part of shaping your veils for the day, or by meditating for one hour.
OGL
15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Patreon Drop: Promethean Warriors © 2025 Studio M—, Authors Hal Kennette.
Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.